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Everything posted by Steenamaroo
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That's correct ^. The normal monument and custom profiles are capped - There can only ever be X npcs, but event profiles aren't capped so if you have hundreds of airdrops, you'll get 100X npcs. For that reason I built in a suicide timer to ensure that npcs spawned by event profiles get killed off after a reasonable period of time. As @Malkizidsaid, just make sure Suicide Timer is turned up to some reasonable number of minutes.
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HI @Papa Bear Glad to hear you're having fun customising your npcs, between NPCKits and BotReSpawn. If you're placing a custom spawnpoint up in that tower the npc should spawn exactly where you placed it, as long as there's navmesh up there. You can check to confirm by using the check navmesh button in the BotReSpawn UI, when you're placing/moving spawnpoints. If there's no navmesh then you'd have to set the profile for that npc to Stationary : true in order to force him to spawn there. The tradeoff is that if Stationary : true is required the npc won't be able to navigate around. It'll just stay in that exact spot.
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Hi, To ensure that the npcs drop vanilla loot you'd need to make sure that Allow_Rust_Loot_Percent is 100, and Rust_Loot_Source is "Default NPC". To prevent contents of the main container of the kit being lootable from the npc's corpse you'd set Wipe_Main_Percent to 100. You can, alternatively, just remove the unwanted items from the kit. These options are all per-profile and can be found in the UI for any profile under the 'Death' tab.
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@william longThere isn't really a default, with reference to vanilla, as there's multiple different npc types within vanilla Rust, all with different behaviours, weapons, clothing etc. BotReSpawn doesn't spawn a vanilla junkpile guy, or heavy scientist, or whatever - Its AI and specs differ from the vanilla npcs and there are behaviour customisations and various difference. The default settings provided for things like health and aggro/deaggro are just a sort of middle ground, just trying to avoid making any particular setting extreme.
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Thanks Pookins. Just to elaborate, custom spawn points set for vanilla/default monuments will transfer properly even if you change maps so if, for example, you place a custom spawnpoint right at a specific doorway in LaunchSite and then you change maps and the Launch Site is now far away from where it used to be, that npc will still spawn in the exact spot you placed him, relative to the launch site. For custom made profiles it's tricker - If the profile you've made is meant to be at or near a particular default monument, you should set "Parent_Monument" to that monument before adding your spawn point, then BotReSpawn will treat it like a default profile and automatically migrate the profile, and custom spawn points, if/when the monument moves due to map change. You must set the parent for a custom profile before creating your spawnpoints, if you want to do this. If you think you've ever likely to change map but will want your custom profiles and their spawnpoints (placed at or near vanilla monuments) to migrate automatically, then you may want to use the parent option now to save more work later. Directly answering your question, though, when recycling the same map everything should just work automatically across wipes. Just don't wipe any of the BotReSpawn data and be sure to set 'Disable_Non_Parented_Custom_Profiles_After_Wipe' to false in the global settings page.
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I'm not sure what to tell you. Maybe some other plugin is putting loot on these npcs? Saying that, "Random" as your selection isn't the best for determining that something has changed. When it's set to Random the npc could get loot normally found in literally any container/barrel in the game, so they could have top tier guns and ammo on one corpse and junk on the next. I haven't checked but maybe Facepunch have added new loot container types, or changed some of the loot tables? BotReSpawn would catch that and add them to the list automatically. Certainly it's not something I've changed or, indeed, can change. The Rust Loot Source option is just a selector, letting you pick a different type of vanilla loot, but it is vanilla loot as issued by the game. BotReSpawn doesn't get involved in loot tables or balancing or any of that. Making changes in AlphaLoot wont affect the vanilla loot I've been talking about above ^, as far as I know. That would only affect the loot on the corpse if AlphaLoot is putting it there, and that would only be the case if Allow AlphaLoot is true, and you've got AlphaLoot set up to put loot on scientistnpc_roam.
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Hi, The only loot handling BotReSpawn does is if you're manually selecting an alternative container/source type for their vanilla loot. If Facepunch removed or renamed some container that would cause a problem, most likely reverting back to vanilla scientist loot. If "Rust_Loot_Source" option is something you use for those profiles, check them in BotReSpawn UI to make sure they're what you expect them to be. If you use some other loot plugin to give these npcs their loot then, most likely, something has changed over there.
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@eov-dev- Most likely some plugin is giving those crates and OwnerID - Probably so they're tied to a certain player. CustomLoot ignores crates with OwnerID not zero, as it usually indicates some other plugin has spawned, or is modifying, that crate. If you use a plugin that locks loot to a certain player, take a look at its config and see if it has any options relating to CustomLoot.
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Hi, You can set different spawn amounts, per profile, for day and night and you can also set what hours you want to be day start and night start. There are biome profiles you can use for full map coverage or you can always create a custom profile in the middle of the map and make the spawn radius huge If you set night + day start hours to whatever suits you in BotReSpawn settings, via UI, then created a profile (standing at map centre) and set its radius to half your map size, and day spawn amount 0, that should achieve what you want.
